Brightblade Champion (3.5e NPC)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Eiji-kun (talk)
Date Created: 10-15-24
Status: Complete
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article



Brightblade Champion

CR 13

Male Human Pathfinder Paladin 13
LG Medium Humanoid
Init/Senses +3/Listen +1, Spot +1
Languages Common
AC 27, touch 15, flat-footed 24
(+12 armor, +3 dex, +1 sacred, +1 size)
hp (13d10+78 HD); DR 4/-
Immune charm, disease, fear
Fort/Ref/Will +24/+18/+20
Speed 30 ft
Melee +4 Powerful Suncryst Greatsword +25/+20/+15 melee (3d6+16, 19-20/x2)
Ranged +4 Longbow +20/+15/+10 ranged (1d8+12, 20/x3)
Space/Reach 5 ft./5 ft.
Base Atk/Grp +13/+21
Special Actions Channel Positive Energy, Detect Evil, Lay on Hands (6d6), Mercy (blinded, diseased, poisoned, sickened), Smite Evil 5/day
Combat Gear Suncryst Greatsword +4, Longbow +4
Abilities Str 27, Dex 16, Con 20, Int 12, Wis 12, Cha 24
SQ Aura of Courage, Aura of Good, Aura of Justice, Aura of Resolve, Divine Bond (Weapon), Divine Grace, Divine Health, Slight Build
Feats Product of Legacy (+2 Cha), Born Sorcerer, Battle BlessingCC, Human Flexibility (acquire Slight Build), Divine VigorCW, Gestalt Training (Partisan), Maximized Strike, True Maximize Strike, Exotic Armor Proficiency (Silk Plate)B
Skills Acrobatics +19, Diplomacy +23, Knowledge Nobility +17, Sense Motive +17
Possessions combat gear plus Item of Int +2, Item of Wis +2, Item of Dex +4, Item of Con +4, Item of Str +6, Item of Cha +6, Powerful Ysmerite Silk Plate +4 (AC 8, Max Dex 4, ACP -5, light armor), Cloak of Resistance +4, Arena of Blood for Exotic Armor Proficiency (Silk Plate).
Aura of Courage (Su) At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Justice (Su) At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
Aura of Resolve (Su) At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Channel Positive Energy (Su) When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Divine Bond (Sp) The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
Lay on Hands (Su) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Mercy (Su) Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. This NPC has the following mercies:
Blinded: The target is no longer blinded.
Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level.
Sickened: The target is no longer sickened.
Smite Evil (Su) As a swift action, the paladin chooses one target within sight to smite. The paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
Spell-Like Abilities (Sp) At will— detect evil
Slight Build You function in many ways as if they were one size category smaller. Whenever subject to a size modifier or special size modifier for an opposed check (such as Hide), you are treated as one size smaller if doing so is advantageous to the character. You are also considered to be one size smaller when "squeezing" through a restrictive space. You can use weapons designed for a creature one size smaller without penalty. However, your space and reach remain those of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Default Paladin Spells Prepared (CL 13, DC 17 + spell level)[edit]

1st— ablative jacket, blessed aimSpC, condemning smite, divine sacrificeSpC, rhino's rushSpC

2nd— fell the greatest foeSpC, safety bubble, shinespark weapon, unrelenting focus

3rd— find the gapSpC, holy light, righteous furySpC

4th— templar's declaration

Born Sorcerer Spells Known (CL 13, DC 17 + spell level)[edit]

1st— 2/day— true strike

2nd— 2/day— sonic weaponSpC

3rd— 2/day— displacement

4th— 1/day— flight of the dragonSpC

5th— 1/day— teleport

6th— 1/day— shout of typhon

Maneuvers Known (IL 13, refresh one as full round, ready 4)[edit]

Boost;

Counter; greater divine resistance, soul armor

Rush;

Strikes; divine surge (DS), foehammer (DS), law bearer (DS), radiant charge (DS), revitalizing strike (DS)

Stances; martial spirit (DS), thicket of blades (DS), ysgard's resilience (DS)




Back to Main Page3.5e HomebrewNPCs


Eiji-kun's Homebrew (5648 Articles)
Eiji-kunv
AuthorEiji-kun +
Challenge Rating13 +
Identifier3.5e NPC +
NameBrightblade Champion +
RaceHuman +
RatingUndiscussed +
SizeMedium +
SummaryA heroic paladin sort. Built for pathfinder mechanics. +
TitleBrightblade Champion +
TypeHumanoid +